Export USDZ with subdivision disabled, and tessellation enabled?
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- Wolfram Language
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Description
I'm working with a model that I'm exporting to USDZ using Maya. `OpenSubdiv` is having issues rendering the model, so I wanted to try turning off subdivision, and only using GPU tessellation.
I was originally using the default subdivision option (`-defaultMeshScheme catmullClark`) which has both subdivision & tessellation enabled for the model. I tried switching my export to `-defaultMeshScheme none`, which seems to have disabled both subdivision and tessellation. I also tried `loop` and `bilinear` but they both enable subdivision & tessellation.
Is there a set of options I can pass when I export to only disable subdivision, but leave tessellation enabled?
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Research direction
Start by tracing how the USDZ exporter handles the `-defaultMeshScheme` option and separates subdivision from GPU tessellation. Confirm whether an existing export setting supports that combination, then define the result as an export that disables subdivision while retaining tessellation for the model.
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Assessment
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100